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Integrating technology into the classroom helps students to experience things virtually or vicariously. For example, if the teacher wants to give a lesson on the Taj Mahal, only some of the students in India may have visited the place, but you can show it through a video, allowing the students to see the monument with their own eyes.
The use of video games in the classroom is a model that has been used for over a decade, regardless of it not being a widespread idea and procedure in every K-12 classroom. [ 23 ] Multimedia learning includes various visualizations that can be used by students to engage with the material and analyze concepts in a differing way.
With a flipped classroom, 'content delivery' may take a variety of forms, often featuring video lessons prepared by the teacher or third parties, although online collaborative discussions, digital research, and text readings may alternatively be used. The ideal length for a video lesson is widely cited as eight to twelve minutes. [4] [5]
Flip (formerly Flipgrid and originally Vidku [1]) was a free-to-use video discussion platform bought by Microsoft for use in classroom environments. The platform was available via a web browser, [2] or through a mobile app on iOS and Android devices.
The classroom where the author teaches high school English Courtesy Liz Rose Shulman I assigned a writing prompt a few weeks ago that asked my students to reflect on a time when someone believed ...
Some teachers have implemented the use of Khan Academy in their classrooms, believing it would simply be an adjunct to their instruction. However, it became more important than this. Some teachers are now thinking of “flipping” the normal functioning of classroom settings and including video tutorials from Khan Academy in their teaching. [20]
Google Classroom is a free blended learning platform developed by Google for educational institutions that aims to simplify creating, distributing, and grading assignments. . The primary purpose of Google Classroom is to streamline the process of sharing files between teachers and students.
Gee began playing video games when his (then) six-year-old son needed help playing the problem-solving game Pajama Sam.When he discovered how much enjoyment his son had and how much attention and time he spent solving the game's problems, Gee decided to start playing video games on his own and began to analyze what makes people spend time and money on video games.
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